Arcade Trip

Arcade Trip is a video party game, the game is set in an arcade where you choose the game from the arcade machine you want to play. This Prototype has three mini-games; Bricknator, Fish Eater, and UFOwned. The mini games are played with two players, the players compete in the mini games to win the game.


Click here to play the game

Candy Bunnies | Part 1

Candy Bunny is a 2d Platformer Puzzle Game, The Story is about freeing Bunnies from the Circus. Bunnies will escape the circus and the player will follow and help them through Cities, Forests, and then finally to the farm where they live happily ever after. The bunnies will be moving Forward and Falling down, The player Challenge is to Change the Platforms positions and avoid Traps and Cages.


Physics on those games where the main inspiration for Candy Bunnies

  • Freeze

  • lemmings


Game Environment| Level Design | Look and Feel

The Game is a 2d Platformer, The art style is Cartoony. the levels have four main environments; Circus, City, Forest, and Farm.  The bunnies will have 3 kind of Platforms to move around with. The first one is the Fixed Platform, Second is the Draggable Platform where you can drag it right and left  to solve the puzzle, last one will be the trampoline that gives the bunny a jump boost.

Every level is going to have Candies to collect, Evil Candies to avoid, Cages that will capture the bunnies, and last is the goal you need to reach in order to save the bunnies.

The Bunnies spawn time and speed will change every level, also the difficulty of the puzzle will increase each level.


Character Design

RabbitChar4 RabbitChar3 RabbitChar2 RabbitChar1

Levels Art  | backgrounds | Platforms

foresttry1 circus barn Cages


Dream Journal

Dream Journal is a journey that takes you to different state of dreams, each dream is represented by a certain feel and music. The Journey will make you experience four different emotions.

The main emotions are: Sadness , Restless , Happy and serene.

every time you start the journey it will randomly pick one emotion and then go to the rest depending on your choices.

Click here to play the game

Level Design

The player will randomly spawn in a different level. The player can go through the levels randomly depending on your choices.  With four levels in the game the player will have 24 Routes depending on the first level and your choices.  After going through all the levels the Player will wake up and the game will end.

Level1 will depict the  emotion of serene, Level2 will depict sadness, Level3 will depict happy

and Level4 will depict restless.

IMG_1478 IMG_1479

Level 1

a world that feels like it is set in the space . Background color is black, and all the other elements in the game are in a light specular blue.

main elements in this level are :

  • worm like creatures the swim in a pack through space

  • stars and halos

  • 2 moons

Dreammain Scene1


Snake like creature will appear and take the player on a journey to an energy stream. this world main colors are purple and yellow. Background color is black

main elements in this level are :

  • Snake made out of stars with animation.

  • a purple stream covered in yellow magical dust.



Background Color is light Blue, the world is covered with spheres in a random distribution. the main spheres are in red, and when the player hover on them they get destroyed and four other (green)spheres spawn. the world will have give the illusion of some kind of snow. This level almost feels like christmas.

main elements in this level are :

  • snow stars Particle system (light blue)

  • Red sphere

  • small green sphere

scene3_1 scene3_2


This level starts with the camer falling down into a red swarm.Background is black, main Color is red in this level. a fire ball sphere will spawn every few seconds with pingpong animation on the z axis. Red Trails are swarming around the world fast.

main elements in this level are :

  • sphere with fire ball texture

  • red trail on a rotating sphere

scene4 scene4_2


Rise of the Guardians

Sandyman and his power to control dreams was a big influence, also how the boogeyman can change this beautiful dream to a nightmare.


is a japanese anime where it shows you another dimension of the world that normal people cant see. it describes a journey of mushishi who understands the mushi that lives in this other dimension.

Van Gogh


Libra | Part 3

now that the game is a terraforming game we just changed the names of the elements from industrial and nature to temperature and atmosphere. The Player goal will be to reach a specific number of population to win the game. while keeping the right balance between temperature and atmosphere. the random attacks are still there in the game and they will attack you randomly during the game.

Moving to unity we had to figure out how to spawn a random number of each element on the planet. after few tries we figured a way to do it on a wire sphere

this is the wire sphere where the words will spawn. and here how it looks like in the engine :

we wanted to get something like this image and the result was this video :

if you are interested in testing the interface click here:

we are creating the illusion of 3D by the positioning of text and its transparency, so the further the word is from the camera  the more transparent it this plan (top down view) drawing of the game, you can see the sphere spawn point and the camera . it shows how we calculated the distance of each word and then according to that distance we set the transparency of the word.

The game needs few more scripts , and some polishing still.

Libra | Part Two

Rethinking the theme and the main idea we came up with 3 :

  • a player Fighting insects and bugs
  • Humanity defending earth from aliens
  • Keeping the balance of nature and machinery to sustain a suitable life in Earth

We decided to go with the third one. Main plot is set in the near future were humanity sustained the perfect balance between machinery and nature. The Player has to keep that balance to reach the win condition of the game which is a set number of population. we also discussed the possibility to make the player evil were he decides to kill humanity.

here is the  presentation for pitch two :

we decided to name the game Libra. The word Libra means scale and balance which is perfect for this game. Through out the game the player has to keep earth in balance and try to manage his resources waiting for a disaster to happen and try to re balance it back to normal. the disasters are shown in the next slide.

this is an idea for the game interface and how it would look like. We had an interesting comment about the good combination of green and blue, and how we picked blue to present machinery, but here it looks like water.

The pitch was green lit. we also got a better suggestion for the game where we change it to a unknown planet. to make it more abstract and to avoid some issues people might have with the idea of machinery and nature. Also to be able to use other colors to avoid the confusion.

Libra | Part one

The start of trimester 3 and we are asked to creat a project with these limitation in 3 weeks. The limitations are :

  • persistent, procedurally generated game economy.
  • Single player
  • Scalable difficulty
  • Text or Menu based – no graphics other than essential icons and fonts.
  • The game is only allowed to use a keyboard. No mouse or gamepad etc.
  • Random events
  • The game must be serious. The player must feel as though they are partaking in something extremely tense.
  • You are only allowed to use four colors for everything in the game.

In this Project I grouped up with Arnaud Bru, and we started to brain storm around the human body Economic system in term of game design and how we would create a game out of it.

Brain storming on the white Board in the studio :

We had to Pitch the idea and here is the presentation :

The Pitch was around 5 mins.

Games in the slide above were the inspiration, They are Mostly simulation games were you control and manage the avatar.

The game play is basically controlling three organs to sustain a normal heart rate and blood pressure. The demographic was for people who are interested in medicine.  we created a set of problems and solutions . The game will always end with death, the goal is to keep the player alive as long as possible.

The Pitch was amber lit because the instructor felt he is not attached to the character in the game and he would not play it. He suggested to take the economic system of the game and change the theme of it and pitch it again the next day.

FPS Progress _ Week Three

Introduction to programming – Project 2   | Part Three

Designing | Modeling the level

With all the scripts finished I picked a color scheme . i wanted an industrial theme so i went to Colour Lovers and searched for industrial. 

Then I started to model the ground by using a simple shape and connected it through out the level  to create the Level floor.

Setting the UVs and drawing the textures

adding a space Skybox to the Level

Particle System |Enemy | Weapons | Doors

Playing with the Particle System editor in Unity was really fun. tried different things and learned many things.

creating lighting for the Melee Enemy with this sprite sheet

Here are some other particles i did in unity some got used some did not. but the time i took to explore the editor was really fun.


HUD | Menu

With the GUI system i added an image on top of the health GUI script .


FPS Progress _ Week Two

Introduction to programming – Project 2   | Part Two

Continuing from last week I made a list to reorganize my thoughts again and check what needs to be done. The first thing i needed to finish is the Player weapons.

1- Rocket Luncher .

2- Normal Gun ( called it Gangnam Gun )

3- The Ground Pound Punch.

scripting the Gun was easy. nothing special to it just a bullet shooting forward so that did not take long. The Ground Pound Punch had a similar script to the Grenade Luncher, instead of applying it to a bullet it was applied to the Player Rigid Body .  Then I created a sphere with lines texture on it and animated it with the Punch.

After scripting the guns I created the Enemies. The Game has three type of enemies.

  1. melee Enemy   |  If it hits the Player, the Player will take Damage
  2. Ranged Enemy  | It Shoots Two Projectiles.
  3. Boss | Moves between two points, and infects the area with green poison randomly

Enemies | Melee Enemy (Electronic Fish || Fishectic)

The Design was inspired from an electric Eel Fish, Seahorse, and mechanics. It Emits Electricity and damges the Player.

Enemies | Ranged Enemy (Unnamed)

Inspired from tanks and a spaceman uniform, the design was changed by adding a fire emitter to the bottom.

Enemies | Boss

The Boss mechanic took me a while to script. Figuring how to make the Boss to emit his poison Randomly on a grid was a little bit challenging for me. I tried to make the Boss with one script but then I changed it into two script, one script for shooting and spawning the poison, the second script was for the Boss movement, health and to know when the Player is in the fight area.  After writing the script I connected the Two scripts to work together .